Nice Title movie and screen, a great Flyby will show you
the depths of the Ocean where a Secret Base is hidden and Lara finds herself
caged in a glass Laboratory Tube.

Climb up to the top and look N, crawl into the dark space
under those pipes and go R, get Secret#1, a MP, go back out
and drop from the top of the cage, go to the ½ MP in the NW corner.
Head to the e side and the door will open for you, follow the corridor down
to a red Ctrl room, (have a look out of the windows of the corridor) from
the red room go N and through the next passage. (You can run through the
glass here and have a swim around, if you want to get back in, go over the
passage and onto a ledge, then hop back and you’re in again, from the other
side just climb up into the passage, little buggy but fun) Well on to
business at hand, follow the passage up the slopes to a cave with pools.

The Laboratory Key.

The hard way: (chased by
Crocs)

A runjmp/grab to the sloped block W, hang to the R and
pull up, slide and jmp R to the rocks there, head S over the Spike-pits and
then a runjmp/grab W, dive into the pool here and look for the small tunnel
in the s wall, follow through a CS to some offices, in the last one is a
terminal to the L and on top you’ll find the
Laboratory Key.

The easy way: (no Crocs)

Jmp into the lava room N and follow the rocks to the NW
where you can jmp to the floor with the search lights, then go S and use the
MS or just runjmp to the other side, go straight to the S pool from here and
into the small tunnel to get the Laboratory Key as described above. Take the Key and make your way over to the N where the
doors to the Laboratory are, go in and up the steps to a landing with 2
corridors. One in the NE and the other NW.

NW corridor. In the end of the corridor is a friendly
soldier, when you see the black Guard come out of an office, roll and run
back. Let your friends take care of the Guards and re-enter. The 3rd
office to the R will open for you, throw the lever and head back to the
landing, down the stairs to the ground floor and into the opened office in
the W, get the Key from the floor and head back up the stairs into
the NW corridor. Open the bathrooms with the key and go to the back (NW)
where you can climb up into a duct, there’s a keyhole to the R and a closed
off duct to the L, so go R (N) now and come to a pit you have to runjmp/grab
over, go on to where you’ll climb off to the stove in the kitchen.

Jmp over that hot plate and go to the SW, do a long runjmp
with a R curve to the SW and land on the floor between the sloped sides of
the room, get into the CS and go to the next room. Behind the window you can
see a Guard and a Key, go through the door avoid the Guard and
pick up the Key. Run back to the previous room and into a CS up in the NE
corner, the door opens and you’re back in the Kitchen. Get back on the
stove, only go over the places where pots and pans are and up to that duct,
go back to the Keyhole and use the Key.

The S duct opens now, go in and to a pit, save and
runjmp/grab to the 1st sloped block in the pit, go up and another
runjmp to the next block, slide and jmp to get onto the ledge, follow the
next duct to drop into a room with a burning floor, jmp over the burner
tiles and get up into the duct. Follow to an office where you’ll find the
Electronical Disk and a ½ MP, go out the door to the landing in
the laboratory, go down the stairs and out to the pool area, go L and from
the corner next to the (E) search light a runjmp to the ledge in the corner
of the lava cave, jmp over the corners to the block in the centre and runjmp
to the exit of this place, go all the way back through the Ctrl rooms to the
start room, open the NE door with the Disc at the terminal.

Go in and see Von Croy giving orders to his
Guards, just run through the next door while in the flyby and go R, hop
in the pool, Crocs here so keep swimming, after the smaller hole to
the R (E), into the next small tunnel you see in front and sharp R (S) again
and follow to big UW room, go up and climb out fast

Level 2 Area.

You are in what is called Level 2 now. And you need
another disk. Go into opening S and see a big round door. The door on the
right will open when you approach and in the next room use a lever. This
opens that big round door, so go back and enter. Now there are two things you can do as there are two
guards and even an Ahmet, use the monkey climb to get to the block on the
other side or run for your live and jump on the block. After the crawlspace
you get into an office and get the next Electronical Disk.

The door opens and you are back in the room with the
lever. Go to the round door, leave through the N opening to that pool and
place the disk. Climb the ladder, as the trapdoor is open now and almost
at the top do a back flip. Get the medipack near another ladder and
climb that one too. Another back flip to land into an underwater office
space. Follow through to the N and enter in the opening between
the basins. Follow this corridor and enter a room. In the next room is a
lever. Go back out to the basins and into the corridor, down the ladder. The
door N has opened. Go left, down some stairs and the door in that small
building will open, Use the lever there and watch the fly by.

Enter the Virtual Chamber and keep on the path around the
corners. Coming to a block, see the crack, grab it and shimmy left and let
go when you can stand on a tree trunk. There is a monkey climb there, so get
to the other side. On the E wall is another crack so use it to shimmy over
those rocks. At the end crawl in and get down on the other side. Slide over
the pit and jump/grab to the crawlspace to crawl in. There is a wide slide with spiked pits of course. Take
either left or right as close as possible to the green floor covering in the
middle. Once passed that jump to the middle and you are home free. To the left of the tree is a monkey climb, so use it. On
the other side you have to go S towards those flame emitters. There is a
crack in the wall there, so use it to shimmy right and time your way through
the emitters and around the corner to safely let go on top of a rock. From
there a running jump over the lava and into that crawlspace. The bars open when you enter and you see a fly by from
uncle Werner, standing next to an alien chair. Keep going and the level ends
here.

Choose the next level from the menu.

Level 2- Escape from Solider Area.

Lara has grown older and looking straight you see a
crawlspace behind the shelves. So pull the shelves and shoot that grate.
Crawl in and when you can stand up face S and crawl in and
shoot the grate there. S is a push block, pull it once and also once to the
side and on top of the block there get the Iron Key. Go back into the
crawlspace, down the other side and now proceed to the W, use the Iron
Key there on the lock.

The Hangar.

When you enter two dogs will greet you and you are looking
down to what looks like an alien plane. On the other side (N) is an opening,
shoot the boxes and push the shelves aside. Use the button and the door in
the N opens. Enter for SECRET #1, a small medipack. Get out and now
shoot the grate in front of the crawlspace. In the next room time the
emitters and get the uzi ammo and small medipack and in the SW is a
lever, use it (cut scene). A door opens in a room we go to now. Go back out to the room with the alien plane, as in the W
wall is another grate you can shoot. Climb in, and start crawling and down a
ladder, keep on going (N), another ladder down and another crawlspace (the
builder sure loves crawling).

Hallway

You end up in a hallway with a dog and a guard. You can
push the S doors open. Enter, shoot the guard there and open the door W.
Turn around and push that button and the gate N opens. Push that button as
well and shoot the dog. Go back out, you have disabled the electricity so it
is a bit dark now. Go back to the hallway and W and back through the
crawlspaces and ladders to the room with the plane (that seems to be gone
now). Enter SW and back also through the crawlspace (there might be a guard
waiting in this room). Go to where you can stand up and climb up R, go
through that crawlspace and because the electricity is off, you can now
retrieve the Small Keys.

Go back W and once in the hangar get back to the
crawlspace in the W wall. Back to the Hallway and go N, near the crates to
the L into a small corridor and use the Small Keys there.

Alien Room

Shoot the boxes and the grate behind one of them and crawl
in. Watch the fly by and enter.

Room with pool

Use the lever W, the door opens and a dog and a guard come
out. Left and right are buttons; one will fill the room in the middle with
water and the other opens the trapdoor. Jump in and get uzi ammo,
swim in opening E and climb out.

Open the door E and under the boxes is the Iron Key.
Now open the door E and shoot the dog.

Outside area.

There is another dog somewhere out there. Open the door E
and shoot another dog and a guard. Pull the dead guard from its place en get
uzi ammo and a small medipack under the boxes. Climb the wooden boxes in the other corner and open the
door there. In the windowsill is a small medipack and after getting
that, slide down the pole. In the S wall is a lock, use the Small keys
there to turn the power back on. Climb the pole, go to the other room and get to the ground
floor again. Enter opening E and watch the cut scene. Dive in the water and
swim E, up and climb out. Shoot the scorpion in the next room. There is an opening E and watch the fly by.

Lava cave

Better stand on the flat surface left of the opening and
take a running jump to the rope. Swing twice and jump off at the opposite
side. Go in the opening and use the button right. Go back to the other side and push the button N. And again
to the rope as the door E in the other room is open. Open the door in the
next room and shoot the two guards. There are two ways to finish this level, so save here so
you can get back and try the other way as well.

First way

Use the Iron Key on the door S. Once in, push the
door E and push also that wooden box to the side and use the lever. This
opens a trapdoor outside in the glass covert pool. Dive in and swim through
the opening E. Swim through and find an underwater lever. That opens the
gate on the other side. You can get some air if you want but you also can
swim through the opening. At the end swim up and when you want to see the
chopper somewhat closer, you will hit the finishing trigger.

Second way

Pull the door N open and shoot the box and crawl in and
use the lever there. This opens a door opposite this crawlspace.

Push the first block (the most left one) once. The next
one (facing S) pull it once, run around it and push it against the wall.
Roll and now pull the last one and run around it. There is one more and that
one is standing at the E wall, push or pull it and reveal an opening. Watch
the fly by. Get to the pole with a running jump and turn around. You have to
figure out at what height you need to be for a back flip plus roll. (I had
Lara slide down so her feet touched the yellow color and then let her climb
twice). From the corner, jump to the rope and swing twice to the other side
(SE). Face S and stand as left as possible and do a running jump without
grab to the other side. Get to the floor and jump into the water and use the
underwater lever, swim through and up and when you reach the chopper, the
level ends.

Level 3- Arctic Zone.

Well that chopper is out of service… Go into the tunnel
(W) you saw in the flyby and look for the button next to the door to open
it, shoot the Guard coming out. Notice the lock in the N and climb
the crate R of the entrance, shoot the gratings in the W wall and go over to
climb in there, In the next room is a door to the n that will open on
approach, go out to a sinister area, shoot the Guard in the distance
before he even noticed you and go L into the S area, open the door W with
the button and go in to open a trapdoor next to the pillar, go down and in
this archive room is an Iron Key in the NW.

Go back NE and climb back up to the upper room, go out and
to the door you came from on the crate L and jmp/grab to the CS to get back
into the room where the lock was, use the Key and the door will open. Go in
and shoot the Guard coming out of the cafeteria, he will drop the
Blue Fuse. Go out and yes, again through that CS and out to the sinister
area, go to the N door and place the fuse to open the door.

Go in to the hall and open the N door with the switch R of
the door, go in and get another Blue Fuse and some Flares
dodging the burners, go out and to the W door. Open it with the fuse and go
in to get the Ignition Key from the window sill. Go back to the hall
and to the E side door, go in and use the Ignition Key at the N door, inside
is a ½ MP on the floor. Now you can open the next door and look for
the hatch in the ceiling, grab up and crawl through the duct. Drop out on
the other side and deal with the Guard, get his Key and open
the W door with it.

Inside are Burners, time the burner and jmp into
the alcove opposite the Burner, throw the lever and get out, go jmp into the
next alcove and throw the 2nd lever for the door in the end of
the passage. Go into the big room with the yellow contraption. Go into that
contraption and shoot those boxes to the R, get the Key and go to the
trapdoor in the grated floor, open it from facing S and dive into the tank,
swim down and W to find a Blue Fuse, swim up and climb out, place the
fuse W and dive back into that tank, the E wall fell in and reveals the
small key, go get it and swim back up to use it in the N side lock, the exit
door opens again.

Go out of the yellow structure and L into the N passage
after you shot the Guard. Look to the r and see the fixed the Chopper
already, go into the next big hall and hop onto that grated block in front,
the door in the E opens. Go get Secret#2, a MP in that Ctrl
room and head back to the block, open the trapdoor. Dive in and swim into
the N tunnel, immediately up and throw the UW lever there, then follow that
N tunnel to a dark cave, open the door with one of your keys and go out to
the yard, open the opposite small door to a Shark tank, climb the ladder to
a red room where you’ll find the next Ignition Key. Notice a Key and
some Goodies behind the gratings (I didn’t find a way in, so maybe you
can…).

Go back down the ladder and out to the yard, the door in
the E wall opened, go in and open the trapdoor in front of the crate, go
down the ladder into the sewers, go to the S side to use the Ignition Key
and go into the room to throw the lever that will lower a block in the N
side of the sewers. Head out into a snow cave and go E, a flyby will take
over and shows a small door in the E and a MS on the ceiling of the cave.
Head onto the grey rocks near that Easter Island statue and go L to the top,
grab the MS and go over to that opening E, up the steps while the gates drop
shut behind you, in the end near the ice wall is a switch to the R.

The switch is Timed and re-opens those gates. Sprint down
and out of the upper passage into the cave (you can slow down now), L and
into that small door S (Notice the receptacle for the Blue Fuse). Go L and
open a trapdoor near the crates, drop in and go into the E passage with the
burner, stand on the R hand side facing the wall (S) and side step once onto
the corner of the burner tile, grab up into the CS and go down the other
side, you’ll get the Secret#3 sound, but that’s all, somebody must
have been here before you… So drop back out in the corner where you climbed
up and side step carefully off the burner, go back up the ladder and through
the corridor to the other (W) side.

Go up the steps and to the N, to get a ½ MP in a
window sill near those desks, turn back and go past the steps to a hole in
the floor, hop in the window sill to the L and from there a jmp/grab up to
the top of the crates, shimmy L and drop on the other side, go on to a hole
in the ceiling with crates below, get onto the highest crate and from that
one you can runjmp/grab with a R curve to the W side of the hole, go S and
around the corner to the last window in the N wall, this one you can shoot
out. Jmp to that ledge with the Blue Fuse and jmp back into the
window, head N and safety drop down the hole there, go W then L to the steps
and down to that small door to the snow cave, remember that receptacle
there?

Place the Fuse and the Radar is operational again, a door
opens on the other side (S) of the central structure. So go around the w
side and past those steps to the L, into that dark area and hop into a
shaft.

The Basins.

Swim S and see there’s an UW opening there, there’s a
passage above too, but there you have to climb and both passages lead to the
2nd Basin, so better stay in the water and just swim up. Then
climb out in the W and notice there are 3 closed doors in this Basin. One UW
and 2 in the S. Go into the W side store room and go up the stairs in the
passage, follow to a room where the power can be restored with the switch,
go back down to Basin 2 and the door on the S side opened. Inside and to the
L is a receptacle for another fuse, go up the ladder in the back and
backflip off, open the door with the button and go out to find the next
Blue Fuse, return downstairs and place the Fuse, go out to the Basin and
see it’s empty now. Go to the E side and jmp to the ledge over the now open
door below, drop to the steps in front of it and enter.

The Burner Room. (the flare bug
kicks in, no flares or Binoc’s here)

Go to N or S wall (the same) and climb the ladder, don’t
go up too far and backflip/roll/grab the ladder behind you, go around 2
corners and to the lowest point of the ladder, backflip onto those central
pillars and go up to a button that will open the last door in the 2nd
Basin.

Safety drop down, not onto a burner and go out to the
drained Basin, to the N and dive into that hole you came up from before,
swim back to Basin 1 and get out on that s side, now that passage with the
ladder comes in handy, climb up to get to the ledge around the 2nd
Basin again and go over to the S side along the E ledges, enter the SE door,
follow the route through the room and after you opened a small door you’ll
find a ½ MP to the R (a closed door here, I never opened), go into
the E room and up a ladder, push a button in the upper room and step outside
to a Nordic Harbor where the RMS Titanic is moored, go R along the
building and open the next door with the button, go in and push the button
to the L to start up the machines, the Crane outside will move a crate and
you can grab up to that crate from the water’s edge. Shimmy to the side of
the crane and pull up in a corner, runjmp over the fence to the N part of
the loading docks.

Open the door to the building and get the Blue Fuse
from the E window. Go out and climb the crates to jmp back over the fence to
the S. Climb the crates at the ship and runjmp/grab to the porthole, place
the Fuse and step in to sail away….

Level 4- Journey.

In the Woods.

Lara ended up in a jungle, there’s a gate to the W that needs a key
first, so go up the slope E and climb the green rock pillar, so you can jmp
into that higher part of the S forest. You don’t have to shoot the Monkey,
just walk up to him and see how he rolls through Lara’s legs, he just wants
to play. Climb onto a ledge in the E and throw the switch there, a gate
opens in the S, go down from the ledge and head SW, careful at that gate as
there’s a Boulder-trap in front of it. Go in and get a very short
flyby of the deep pit in front of you, pick up the ½ MP and go on to
the other side of the pit, go L (E) and find the MS at the tree. Go over to
the N side, but don’t forget to go L at the end, drop at the tree and get
Ammo and the Desert Eagle there.

The Monastery Key.

Head back and go to a small pool in the S of this forest, dive in and
swim S, straight at the crossing as the R hand tunnel is a dead end, follow
to a shaft up and come to a small room, go to the NW corner and grab up to
the crack in the W wall, shimmy L and pull up in the opening, walk up to the
lava-pit and runjmp/grab straight over, L and R are two traps, walk to the
next lava room and to the r you can see a block with a Key. Runjmp/grab to
the rope and swing over to that block, grab the Monastery Key and get
back on the rope. (You can also do a long runjmp from corner to corner and
land on the W block) Swing only once to jmp and land on the W side block,
runjmp/grab to the SW corner and climb up in the opening in W wall.

The Monastery.

Use the Key to the R and enter, on the corner of the elevated Tiled floor
is another Desert Eagle, notice the closed door in the NE corner and
head W. a flyby will show the Monastery and a grated window, go to a hole in
the centre of the garden after you shot the Guard that sneaked up
from behind, in the dark cave below is the switch to open the NE door, so go
back into the Monastery and into that door. On top of the stairs another
Guard will welcome you. Climb the pillar on E wall and get a ½ MP,
go onto the dark rocks and slide off to the W, walk out onto the ledge in
the centre of the room to do a runjmp/grab to the S walkway, go L to climb
another pillar on E wall and get the next Desert Eagle.

Climb down and go into that small door there, shoot the Guard and
use the switch to open that grated window you saw in the flyby before, so
jmp back over the ledges to the N and go halfway down the first flight of
stairs, or drop from the walkway and go NE and up one and a half flight of
stairs. Look up in the W wall and climb into the window sill, follow the
walkway and use the two ropes to get to the S side of the Monastery, hop on
the block and runjmp/grab into that opening S, open a small door and shoot
some Guards, go into that store room in the back, move green
containers out of the way to get the one in the W wall out.

The Garden Key.

Go in and come to that area you could see through the fences at the
Monastery, get down to the ground and head NW, go up the lowest part of the
rocks and grab up to the W floor, throw the switch and a door opens in the
NE. Notice the gate here at the switch and go down to the ground floor, head
NE and shoot that Guard behind the door, push the button and head back up to
that gate on the NW upper floor. A couple of runjmp/grabs to the E will get
you to a pillar in the NE corner where the Garden Key is. Drop down
and go for that trapdoor in the grass you probably have noticed already.

The Guard House Key.

Climb down and go L to the S wall, get over to the blue ladders, go up
and all the way to the R, from there a runjmp/grab to the rope and swing to
the other side, go carefully as there will be Boulders dropping down
here and there, in the end of the room is a Guard shooting you from
the R, take him out and open the gate with the Key you have. Go in and at
some point get a screenshot of a Fuse somewhere. Go to the E and see a deep
ravine, go into the river and drop from the waterfall to a ledge in the
river, runjmp to the s side and get the Guard House Key *Fuse* there.
Jmp back to the ledge under the waterfall and climb the ladder, go back to
the room with the Boulders and shoot the Guard. Follow back through
the lava cave (you can also go over the rocks and ledges along the N wall,
instead of using the rope and climbwall) and climb back out of the trapdoor.
In the SW corner of this place is a receptacle for the Fuse, the door next
to it opens.

Jeep Keys and Journey Key.

Shoot the Guard inside and get the Jeep keys from the L
desk, on the floor is another Journey Key, that one is to be used
where the level started, remember?

Go back out and climb the blue ladder to the R, over the blocks to the
store room, straight to the passage to the Monastery, jmp over to the
walkway and safety drop down, go E and R/R, through the hall to the W and
through the lava rooms to that small forest room with the water hole, swim
back to the forest, go over the bridge to the N and then to the N where the
level started, open the gate there and go to that real British Landrover.
When you get in the jeep will back up on the ledge.

The Journey Home.

Start her up and head uphill, pick up some speed to jmp over a gap to
that narrow red ledge and slalom through the trees, go R and here you have
to speed up again to do a short jmp over the swamp, hit the brakes and some
back and forward moves are required to line up for the next ledge, go L and
again a short jmp over the swamp (in the corner of the swamp there, is a
sort of temple, but there’s a Boulder trap and a Tiger that
doesn’t take bullets). So just go on and finally come to a step ramp up to a
Temple, the Jeep stays here, get out and enter the Temple exit.